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Why I think gold should have less uses in 5e, not more.
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<blockquote data-quote="Willie the Duck" data-source="post: 9340396" data-attributes="member: 6799660"><p>There is always that risk. Players* tend to want to turn any in-game resource into a component of the primary game loop of interest. However, almost as compelling a tendency as that seems to be a desire to find efficiencies. Making the GP <--> maGicP exchange rate inefficient somehow** is telling the player they are 'wasting money' compared to using it for plot effects, and that's at least a feasible way to inhibit such activity. </p><p><em><span style="font-size: 10px">*developers too, if the slow shift in 2nd edition towards NWPs that acted as combat boosts are any indication. </span></em></p><p><em><span style="font-size: 10px">**let's say a component of it is social cachet among mage guilds or the like, and some 'adventurer' trying to come in and buy into the club with mere money is just-so-gauche (and the mage facilitating it for mere money is basically selling their good name for rent money).</span></em></p><p></p><p>The primary goal I have with this is give a reason not to convert cash meant for boats and bribes and bling into magic item (and similar) without the verisimilitude-threatening situation of two currencies that cannot be interchanged. Because, as you allude to, people will do so. Invisible Suns had two currencies -- one for real-world items like clothes and cars and another for ensorcelled items of various kinds -- and it seemed ridiculously artificial</p></blockquote><p></p>
[QUOTE="Willie the Duck, post: 9340396, member: 6799660"] There is always that risk. Players* tend to want to turn any in-game resource into a component of the primary game loop of interest. However, almost as compelling a tendency as that seems to be a desire to find efficiencies. Making the GP <--> maGicP exchange rate inefficient somehow** is telling the player they are 'wasting money' compared to using it for plot effects, and that's at least a feasible way to inhibit such activity. [I][SIZE=2]*developers too, if the slow shift in 2nd edition towards NWPs that acted as combat boosts are any indication. **let's say a component of it is social cachet among mage guilds or the like, and some 'adventurer' trying to come in and buy into the club with mere money is just-so-gauche (and the mage facilitating it for mere money is basically selling their good name for rent money).[/SIZE][/I] The primary goal I have with this is give a reason not to convert cash meant for boats and bribes and bling into magic item (and similar) without the verisimilitude-threatening situation of two currencies that cannot be interchanged. Because, as you allude to, people will do so. Invisible Suns had two currencies -- one for real-world items like clothes and cars and another for ensorcelled items of various kinds -- and it seemed ridiculously artificial [/QUOTE]
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